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a project still in development, some of these details are subject to change. |
Release Date: | Summer '99 |
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Platform: | Win95/Win98 | |
Genre: | Strategy/Sim | |
Publisher: | Interplay Productions | |
Developer: | Interplay Productions and Quicksilver, Inc. |
Key Points
Starfleet
Command is a strategic game of starship combat set in the Star Trek universe.
FAQs
These
are the most common questions the development team is asked.
1. Release Dates
2. System Specifics
3. Starfleet Command Details
4. Star Fleet Battles
4a. SFB Rule Checklist
Q.
When will SFC be available?
A. We are planning on a Summer '99 release.
Q. Are you doing a demo? If so, when will it be released?
A. A playable demo will be released before we ship SFC.
Q. What about other demos?
A. We are planning on releasing a non-playable demo, using the game engine, first.
Q. Where can I get more information?
A. Try the forum. First look to see if someone else has already asked your question, or a similar question, and see if you can get the answer that way. It is often faster than just asking the question again and waiting for someone else to respond to it.
Q.
What are the minimum requirements?
A. We haven't finalized the minimum requirements, but we are planning on: Pentium-166 (with hardware acceleration) or Pentium-200 (without a 3D card), 32 megs of RAM, Win95, and 200 megs of hard drive space. These requirements are subject to change. You will need DirectX 6.0 or higher.
Q. What resolution does that game run at?
A. We default to 800x600. We will also support 640x480.
Q. What 3D API are you supporting?
A. Starfleet Command is going to require Direct3D and a Direct3D-compatible 3D hardware card for enhanced graphics.
Q. What multiplayer games do you support?
A. From 2 to 6 players via direct TCP/IP and IPX LANs. Two players via modem and serial. Besides the deathmatch battles, where each player can take up to three ships for a total of 18 ships in the game, we also plan special multiplayer games, both cooperative and competitive.
Q. Will there be a Macintosh version? Linux?
A. There are no plans for a Mac or Linux version at this time.
Q.
How many ships do you have in the game?
A. We have over 50 hulls (graphic models) and over 300 variants to choose from. Players use "prestige" points to purchase ships in both the singleplayer and multiplayer games.
Q. What kind of ships do you control?
A. You are in charge from one to three capital-sized starships (frigates to battleships). These are big ships, with lots of firepower and the ability to take damage. These are not little fighter-craft!
Q. Are there fighters in the game?
A. Most Hydran ships are equipped with small numbers of Stinger fighters. No other race in the game currently has fighters, but we have made the game in such a way that a possible expansion could easily add them.
Q. What is the game like?
A. You start out as a young captain, in charge of a Frigate, and work your way up through the ranks. As you increase in rank, you earn the right to captain larger ships and/or add additional ships to your "fleet". Missions take place in a variety of different sectors, and the type of missions are dependent on your game -- no player should have the exact same game twice! There are also multiple races (Federation, Klingon, Romulan and more), which have different ships, different weapons and even special unique missions...
Q. What kind of terrain do you have?
A. Space is vast. We have lots of Space. We also have: planets, moons, suns, large asteroids, asteroid fields, dust clouds, nebulas and black holes. Each piece of terrain is graphically represented on the screen and has a different game effect.
Q. Can I get details about the weapons?
A. (Answered by Randy)
Wow.... You ask a long question. First, the races being presented in SFC are only a handful of the races in SFB, due to time constraints and add-on considerations. Here is a brief descriptions of the weapons and terms you will find in SFC:
Turns: Although obvious, I need to include it for completeness. SFB is broken into turns, with each weapon able to fire once per turn (with RARE exception). This "arm cycle" of your weapon is expressed in turns. A 1-turn weapon will fire-fire-fire, a 2-turn will have to fire-charge-fire. This, of course, assumes you power it! SFC does not have "turns", but the re-charge times are reflective of the concept.
Standard Charge: The minimum power required to fire the weapon. For a Photon, this is a total of 4 power, for a Disruptor, it is 2. Once the weapon is charged, it can be discharged (into your opponent).
Overload Charge: As the name implies, you have forced more energy into the weapon than is required to arm it. The result is that you increase the warhead and damage of a hit. The disadvantage is that you usually *HAVE* to fire it within a relatively short period of time. Overloads also have a limited range (range 8), while a standard load will often reach range 30 or more.
Hold Cost: Most weapons, when charged, must be held for a small power cost. This is to keep the weapon primed and ready for your command. With the exception of the Photon Torpedo, no weapons can be held in an Overloaded state.
Direct Fire vs. Seeking Weapons: Direct Fire weapons are resolved immediately upon firing. Seeking Weapons must travel to their target, and are subject to terrain, damage, degredation, etc along the way. The only Seeking Weapons in SFC are Plasma Torpedoes, Missiles and Suicide Shuttles.
Phasers (All): Phasers are the great equalizer. Phasers are your utility offensive/defensive weapon. All ships mount phasers in various configurations. Understanding how to use them is KEY to winning. They are powered by a common capacitor system, such that when a phaser is called upon to fire, power is drawn from the capacitor to fire. In other words, you put power into the capacitor, not individual phasers (this is important tactically). Phasers get more accurate the closer you get to your target. There is a range for each phaser where you will always hit, and that is the "range" noted below. Actual maximum range varies. Phaser types appear to be misnumbered, but that's what the rules say. Here are several types of phasers:
Type-1: Offensive Phaser, Cost 1 to fire, Range 5 (Avg. Damage 4)
Type-2: Offensive Phaser, Cost 1 to fire, Range 3 (Avg. Damage 4)
Type-3: Defensive Phaser, Cost 0.5 to fire, Range 2 (Avg. Damage 3). Best used at range 1, where average damage is 4.
Type-G: Defensive Phaser, acts as 4 Phaser-3s. Can fire up to 4 times per turn, each shot costs 0.25 to fire.
Type-4: Starbase Phaser, Costs 2 to Fire, Range 8, Damage 10(?). I forget the Average damage figure, but it's impressive. That's why people don't often attack a starbase.
Photon Torpedo (Federation): A serious "crunch" weapon. It does 8 points standard, 9-16 Overloaded. Takes 2 power over two consecutive turns (2+2) to load. Hold cost 1-2 depending on Overload energy. Can be overloaded with incremental power from 1/2 - 4 points. Amount of Overload power determines Overload damage.
Disruptor (Klingon, Lyran): A finesse weapon, it does not do a lot of damage (about half of a photon), but fires every turn. Takes two points to arm, 4 to overload, cannot be held. Damage is variable, based on range, but averages 3-4 Std. or 6-8 Overload.
Note: The Distuptor and Photon are *designed* to be equivalent over a sufficiently large statistical sample. What does this mean? That they are equal, it's a matter of tactics and the ship they are build into.
Expanding Sphere Generator (ESG) (Lyran): Creates a "bubble" of energy around the ship that causes damage to whatever it contacts. This includes mines, missiles, fighters, ships, other ESGs, etc. It runs on a capacitor system so it is available whenever you need it, assuming it is powered. The arm cost is 1-5, max range is 0-3.
Plasma Torpedo (Gorn, Romulan): The weapon used by the Romulan in the TOS episode, "Balance of Terror" was a plasma torpedo, as was the weapon used by V'Ger in ST:TMP. It is a big ball of plasma that follows it's target until impact. Plasma come in many sizes, depending on usage. All are 3-turns to arm (fire-charge-charge-fire), but their damage potential is impressive. Here's a table (as best I can):
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The numbers following the "Damage" are the travel distance of the Torp. Once it moves sufficient hexes, it will lose strength from natural degredation. Ranges for all torps are longer than indicated, but I ran out of room! Just wanted to give you a flavor. Also, Plasma torpedos can be set to Enveloping and Shotgun modes, which provide different tactics. * Type-R plasma torpedoes cannot be held by starships.
Fusion Cannon (Hydran): A VERY up-close and personal weapon, it is really only effective inside range 2! However, it can score 1-2 points out to range 10. Power is 2 to arm (1 to hold), cycles is two-turn (fire-cool-fire). During the cooling turn, no power can be applied. Has two overload modes "Overload" (+2 power) and "Suicide Overload" (+5 power). The suicide shot not only destroys the weapon but one other internal. However, a suicide O/L at range zero can potentially do 27 points of damage.
Hellbore (Hydran): This is a particularily nasty weapon, use (almost) exclusively by the Hydrans. When a hit is scored, the bulk of the damage is applied to your WEAKEST shield! Even if you turn away or try to protect your weak side, the Hellbore will still find it. What is not scored on your weak shield is distributed across all of your other shields. Two turn arm weapons, Charge cost is 3+3, Hold cost is 3. Overload is 6 power, cannot hold overload.
Missiles: These are unmanned seeking weapons with explosive warheads. They are launched from Missile Racks. Different racks contain different numbers of missiles and have different launch rates. There are two types of missiles, Type I (small warhead) and Type IV (large warhead). Missiles have one of three different speeds, which improve over the course of a campaign game, Slow, Medium and Fast. Obviously, the bigger and faster the missile is, the more expensive it is. Missiles can be loaded into Scatterpack shuttles, which launch 6 missiles at a time.
Q.
I've heard that SFC is based on the Star Fleet Battles boardgame. Is this true?
A. Yes. Interplay has licensed the core material of SFB for use in Starfleet Command. While SFC will not be an exact copy of SFB, Interplay and Quicksilver are very happy with the depth and quality of gameplay that SFB brings us.
Q. What is Star Fleet Battles(tm)?
A. SFB is a popular boardgame that simulates starship combat in a greatly expanded ST:TOS universe. Players control one of more detailed starships from a variety of different races. Players must manage energy, movement, firing arcs and a host of other detailed information.
Q. I've never played SFB. Does that mean I can't play SFC?
A. No, we've gone out of way to insure that non-SFB players can enjoy Starfleet Command. The rules and background of SFB allows us to concentrate on making a great game and provides so much depth that we are sure that strategy players will enjoy the game. If you haven't played Star Fleet Battles, you may want to investigate it some more. We suggest the Star Fleet Battles links on our Links page. It's a very enjoyable game that looks a little daunting at first, but is actually rather easy to start playing. The SFC team recommends it highly and plays it regularly.
Q. What races from SFB are you using?
A. We will have Federation, Klingon, Romulan and Lyran as player character races for sure. The Orion Pirates are a non-player race that can be encountered and fought. The Hydrans will be a player race, unless something incredibly drastic occurs. We have models and systems for the Gorn, and they should also be a player race, but they are last on the list. Additional races are possible, but would have to be a part of an expansion (and plans for an expansion have not be finalized.)
Q. Why aren't the Kzinti there?
A. We had room only for a limited number of races. The Kzinti were not chosen because:
1. Technical reasons: All those drones, er, missiles might have caused slow-downs or other problems.
2. Legal reasons: The Kzinti are potentially in a legal gray zone. We did not want to investigate their rights at the time.
3. Champions: Frankly, until we started talking about the game publicly, there was no Kzinti champion to try and get them in the game. Now there is!
Q. Please list some of the SFB material that is in Starfleet Command.
A. A short, incomplete list: High energy turns, erratic maneuvers, emergency decels, ECM/ECCM, probes, scatterpacks, suicide shuttles, wild weasels, tractor anchors, defensive tractors (and death dragging), marines and hit/run raids, t-bombs and small mines, shield and weapon arcs, breakdowns, phaser types (1, 2, 3, 4 and G), disruptors, photon torpedoes (including proximity), plasma torpedoes (R, S, G, and F), drones (called missiles: type I and IV, slow, medium and fast speeds), ESGs, fusion beams, hellbore cannons, overloaded weapons, batteries, cloaking devices, move cost and turn rates, monsters, damage control and more. Also included are over 300 SSDs. Wherever possible, we try to remain faithful to the boardgame. We are making changes, as necessary, to make it a true computer game -- but without reducing the depth of the boardgame. See the very bottom of this FAQ for a chapter by chapter discussion.
Q. What about [insert favorite SFB item not in SFC here]? Can't you do that? What about expansions?
A. We want to include as much as possible in the initial release, but we can't. Star Fleet Battles has been publishing for over 20 years and we cannot hope to include everything in a single product. We have such a stack of material that we cannot include it all initially. We have no official plans for expansions, but we have enough material remaining to be implemented to easily do one or two expansion discs filled with new races, ships, weapons, terrain and missions.
Q. I noticed that [insert ship] looks different than the SSD. Why'd you do that?
A. We have a limited number of ship models (art) but we didn't want to sacrifice gameplay, so we inserted more ship types (SSDs) into a single model than you would expect. The thing to remember is that the actual data from the SSD is used, not what the ship looks like. Just imagine you were playing with miniatures and you didn't have every single miniature that you want to use. You might use a similar miniature (say a Hydran DN as a Hydran BB) so you wouldn't limit yourself in the actual game.
Q. How do you handle energy allocation?
A. EA is handling in a rolling fashion. You have a pool of energy (from Warp, Impulse, APR/AWR). You can allocate that energy on the fly, but it takes time for the energy to move from system to system. Charge a weapon, it takes energy from the pool; move faster, it takes energy from the pool as you accelerate and so on... If you exceed your energy pool, it draws from batteries. Once batteries are gone, it starts shutting down systems (we have an internal priority system -- life support and shields are the last thing to go, heavy weapons the first thing). Once you have excess energy again, beyond what speed you are going and weapons you are charging (true excess energy), it recharges your batteries.
Q. SFB is played on a flat map (2D). SFC is a 3D game. How does that work?
A. Like SFB, Starfleet Command will be a 2D game in terms of gameplay. The camera is fully 3D, and can be repositioned to view any angle of the battle. Changing the gameplay to 3D would be expensive in terms of game balance and interface.
Q. Why is the gameplay 2D and not 3D?
A. The development team decided to stay with a 2D plane for gameplay for several reasons:
1. It remains as true as possible to the boardgame. This allows us to get maximum use out of the balance and mechanics of the boardgame.
2. 3D gameplay adds an amount of complexity to the interface for a minor gain, in the case of Starfleet Command. We decided that the extra complexity was not worth it.
3. It allows the player to concentrate more on fleet combat with a large starship feel, and makes it less like a space-fighter simulator.
SFB RULE CHECKLIST
(Incomplete
- still a work in progress)
A "Yes" means we use the rule pretty much as written or identically as written.
A0.0 General Rules
A1.0 - Introduction: Planned for manual.
A2.0 - General Course of Play: Very, very similar.
A3.0 - General Information: Planned for the manual.
A4.0 - Cadet's Game: We have tutorial missions.
A5.0 - Sample Game: We'll release our non-interactive demo sometime in the future.
B0.0 How to Play
B2.0 - Sequence of Play: We are real-time, the computer handles the sequence of play. All game events have a delay between them, to simulate turns and the restriction on the number of actions you can take during a turn.
B3.0 - Energy Allocation: Occurs in real-time, see the detailed answer above.
C0.0 Movement
C1.2 - Facing: We do not use hexes. You may face up to 360 degrees smoothly.
C1.3 - Plotting: We use free movement.
C2.0 - Energy Cost of Movement: Yes.
C2.2 - Acceleration: Yes, but acceleration takes place smoothly over time.
C3.1 - Turning and Turn Modes: Yes, we turn.
C3.2 - Definition of Turn Mode: Yes.
C3.3 - Assignment of Turn Modes: Yes.
C3.4 - Restrictions of Turn Modes: Yes - modified to fit the smooth directions ships can face.
C3.5 - Reverse Movement: No.
C3.6 - Quick Reverse: No.
C3.7 - Base Rotation: Yes, but bases are always under computer control.
C3.8 - Directed Turn Modes: Not needed with the way we have implemented turning.
C4.0 - Sideslips: Not needed.
C5.0 - Tactical Maneuvers: Not needed.
C6.0 - High Energy Turns: Yes.
C6.5 - Breakdowns: Yes.
C7.0 - Disengagement
C7.1 - By Acceleration: Yes.
C7.2 - By Separation: Effectively.
C7.3 - By Sublight Evasion: No.
C7.4 - Automatic Disengagement: Effectively.
C8.0 - Emergency Deceleration: Yes.
C9.0 - Positron Flywheel: No.
C10.0 - Erratic Maneuvering: Yes.
C11.0 - Nimble Ships: ?
C12.0 - Changing Speed in Mid-Turn: Effectively. The computer handles all the paperwork, too.
C13.0 - Docking: No.
C14.0 - Tholian Pinwheel: If we had Tholians, they would be able to pinwheel. Maybe.
D0.0 Combat
D1.0 General Rules: We have general rules.
D2.0 - Firing Arcs: Yes.
D3.0 - Shields: Yes.
D4.0 - Damage Allocation: Effectively. The computer picks systems to damage for you. You can Mizia.
D5.0 - Self-Destruction: Yes.
D6.0 - Fire Control Systems
D6.1 - Sensors: Yes.
D6.2 - Scanners: Yes.
D6.3 - Electronic Warfare: Yes.
D6.4 - Non-Violent Combat: Yes, and you can change at any time.
D6.5 - UIM: ?
D6.6 - Active Fire Control: Assumed to be on.
D6.7 - Low-Powered Fire Control: No.
D7.0 - Space Marine Boarding Parties: Yes (capturing and H&R).
D8.0 - Critical Hits: No.
D9.0 - Damage Control: Shield Repair - Happens automatically at no power cost, CDR: Yes.
D10.0 - Power Absorber Panels: We would need Andros, first.
D11.0 - Chaff: No.
D12.0 - Chain Reactions and Internal Explosions: No.
D13.0 - Aegis Fire Control: No, but we do have automated point defenses.
D14.0 - Emergency Damage Repair: No.
D15.0 - Ground Combat: Simple.
D16.0 - Advanced Boarding Party Combat: No.
D17.0 - Tactical Intelligence: Yes.
D18.0 - Surprise: No (not as a general rule, may be simulated by a mission).
D19.0 - Passive Fire Control: No.
D20.0 - Hidden Deployment: No.
D21.0 - Catastrophic Damage: Sort of, for player captain only.
D22.0 - Energy Balance Due to Damage: Yes.
D23.0 - Shock: No.
E0.0 Direct Fire Weapons
E1.0 - General Rules: Yep.
E2.0 - Phasers: Yes (ph-1, ph-2, ph-3, ph-4, and ph-G).
E3.0 - Disruptors: Yes (overloads).
E4.0 - Photon Torpedoes: Yes (overloads, but not selective o/l).
E5.0 - Anti-Drones: No.
E6.0 - MCIDS: No. Each monster has been individualized.
E7.0 - Fusion Beams: Yes (o/l, suicide o/l).
E8.0 - Maulers: No.
E9.0 - Tractor-Repulsor Beams: If those darn Andros would show up, we'd have 'em.
E10.0 - Hellbore Cannon: Yes (overloads, no direct-fire).
E11.0 - Plasmatic Pulsar: No ISC.
E12.0 - Web Caster: No Tholians.
E13.0 - Snare Generator: See E12.0.
E14.0 - Web Fist: See E13.0.
F0.0 Seeking Weapons
F1.0 - General Rules: Yep.
F2.0 - Seeking Weapon Movement: The computer handles all seeking weapon movement.
F3.0 - Seeking Weapon Guidance: Missiles count against the launching ship, Plasmas do not. No ATG.
F4.0 - Ballistic Targeting: No.
FD0.0 Drones (Er, Missiles)
FD1.0 - General Rules: We changed the name of the Drone to Missile since more people (read non-SFBers) have a greater chance of recognizing the term Missile over Drone.
FD2.0 - Types of Drones: We have Type I and Type IV. Missile speeds improves with the game year.
FD3.0 - Types of Drone Racks: We have different racks. We do have G-Racks, even if we don't have ADDs.
FD4.0 - Firing Rates: Yes.
FD5.0 - Methods of Control: Only launcher-controlled.
FD6.0 - Probe Drones: No.
FD7.0 - Scatterpack Shuttles: Yes.
FD8.0 - Multi-Warhead Drones: No.
FD9.0 - ECM Drones: No.
FD10.0 - Modular Drone Construction: No.
FD11.0 - Swordfish Drones: No.
FD12.0 - Armored Drones: No.
FD13.0 - Slug Drones: No.
FD14.0 - Spearfish Drones: No.
FP0.0 Plasma Torpedoes
FP1.0 - General Rules: We have lots of general rules.
FP2.0 - Types of Plasma Torps: We have R, S, G, and F. No D.
FP3.0 - Firing Arcs and Launchers: Yes.
FP4.0 - Plasma Torpedo Guidance: Yes.
FP5.0 - Enveloping Plasma Torpedoes: Yes.
FP6.0 - Pseudo-Plasma Torpedoes: Yes.
FP7.0 - Plasma Shotgun: Yes.
FP8.0 - Plasma Bolts: No. We are paying close attention to the lack of bolts during playtesting.
FP9.0 - Type-D Torpedoes: No.
FP10.0 - Plasma Rack: No Type-D torps.
G0.0 Ship's Systems
G1.0 - General Rules: Okay, even I'm tired of the "yep" joke by now.
G2.0 - Control Systems: Integrated together.
G3.0 - Hull: We have to have hull.
G4.0 - Lab: Yes, but changed.
G5.0 - Probes: Yes (can be used as weapons, too.)
G6.0 - Security Stations and Klingon Mutiny: Changed.
G7.0 - Tractor Beams: Yes.
G8.0 - Transporters: Yes.
G9.0 - Crew Units: Yes.
G10.0 - Tholian Web Device: No.
G11.0 - Super-Intelligence Computers: Well, hopefully our AI will be!
G12.0 - Ship Separation: No.
G13.0 - Cloaking Devices: Yes.
G14.0 - Tugs and Pods: Not under player control.
G15.0 - Orion Pirates Special Rules: Yes, but Orions not under player control.
G16.0 - Stasis Field Generators: No.
G17.0 - Repair Systems: Yes, but modified.
G18.0 - Andro DisDev: No Andros.
G19.0 - Andro Sat Ships: If we had Andros, we'd have Sat Ships.
G20.0 - Andro Energy Module: No Andros.
G21.0 - Crew Quality: Changed.
G22.0 - Legendary Officers: Yes (Science, Engineer, Marine Major, Weapons Officer, Navigator).
G23.0 - Expanding Sphere Generator: Yes.
G24.0 - Scout Functions: No scouts.
G25.0 - Cargo: Yes (including Romulan Ale!)
G26.0 - Web Anchor: No Tholians.
G27.0 - Cloaked Decoy: No.
G28.0 - Barracks and Commando Ships: Sort of.
G29.0 - Positional Stabilizers: Effectively.
G30.0 - Inactive Systems: Effectively.
H0.0 Power Systems
H1.0 - General Rules: Yes.
H2.0 - Warp Engines: Yes.
H3.0 - Impulse Engines: Yes.
H4.0 - Auxiliary Power Reactors: Yes.
H5.0 - Batteries: Yes, but slightly limited.
H6.0 - Phaser Capacitors: Yes.
H7.0 - Reserve Power: Changed due to the new energy allocation.
I0.0 We're Not Using This Letter
J0.0 Shuttlecraft
J1.0 - General Rules: Yes.
J2.0 - Admin Shuttles: Yes, but with some changes. You must pre-purchase Scatterpacks, WW and Suicide Shuttles.
J3.0 - Wild Weasels: Yes.
J4.0 - Fighters: Only for Hydrans.
J5.0 - Warp Booster Packs: Built into the fighters.
J6.0 - Pilot Quality: ?
J7.0 - Dogfighting: ?
J8.0 - Multi-Role Shuttles: No.
J9.0 - SWAC Shuttles: No.
J10.0 - Heavy Fighters: No.
K0.0 Fast Patrol Ships - No.
L0.0 Not This Letter Either
M0.0 Mine Warfare
M1.0 - General Rules: We have limited mines.
M2.0 - Romulan Space Mines: Yes.
M3.0 - Transporter Bombs: Yes.
M4.0 - Mine Types and Sizes: Only t-bombs and NSMs.
M5.0 - Types of Control Systems: No.
M6.0 - Minefields: No.
M7.0 - Detecting Mines: All mines are automatically detected.
M8.0 - Minesweeping: No.
M9.0 - Minelaying: Yes, er, No!
M10.0 - Power Absorber Mines: No.
N0.0 This Letter Not Used
O0.0 This Letter Not Used
P0.0 Planets, Asteroids and Other Navigational Hazards
P1.0 - General Rules: Yes.
P2.0 - Planets
P2.2 - Types of Planets: We have several different types of planets, with varying sizes.
P2.3 - Effects of Planets on Combat: Yes. No ground based defenses. Can attack planets, can capture planets.
P2.4 - Landing on Planets: No.
P2.5 - Effects of Atmosphere on Combat: No atmospheric combat.
P2.6 - Structure of Planets and Atmospheres: They are big.
P3.0 - Asteroids: Yes.
P4.0 - Black Hole: Yes.
P5.0 - Variable Pulsar: No.
P6.0 - Nebula: Yes.
P7.0 - WYN Radiation Zone: No Wynners.
P8.0 - Standard Orbits: Yes.
P9.0 - Gravity Waves: No.
P10.0 - Heat Zones: We have Suns that cause heat damage.
P11.0 - Sunspots: No.
P12.0 - Super Nova: No game effect (we do have them in the game as part of some missions).
P13.0 - Dust Clouds: Yes.
P14.0 - Ion Storms: No.
P15.0 - Radiation Zones: No.
Q0.0 Sublight - No
R0.0 Races
R2.0 - The United Federation of Planets: Yes.
R3.0 - The Klingon Empire: Yes.
R4.0 - The Romulan Star Empire: Yes.
R5.0 - The Kzinti Hegemony: No.
R6.0 - The Gorn Confederation: Probably.
R7.0 - The Tholian Holdfast: No.
R8.0 - The Orion Pirates: Only as NPCs.
R9.0 - The Hydran Kingdom: Almost for sure.
R10.0 - The Andromedans: No.
R11.0 - The Lyran Empire: Yes.
R12.0 - The WYN Star Cluster: No.
R13.0 - The Interstellar Concordium: No.
R14.0 - Lyran Democratic Republic: No.
R15.0 - The Seltorian Tribunal: No.
R16.0 - The Jindarian Nomads: No.
None of the C4 races.
We have lots of scenarios, both General and Historical types; some of which are going to be pulled straight out of the pages of SFB.
We have space monsters; some new, some old.
We have real campaign games.
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